This was a facebook post I did years ago to capture how I imagined the story ending, on the off chance anyone still cared. Clayton kinda did; both of were unsure if Clayton was actually in any of the games or was just in the FB group for some reason.
Ok, I've had this tab open for months now, so I'm just gonna type something stream-of-consciousness and if it makes no sense you shouldn't have asked:
Starting roughly after the last campaigns we got done, focus would start to shift to the ageless, who would now be fewer in number, but more aggressive. As the world grows more connected however, western powers would learn about the prophecy of the "many eyed queen" who would return after the last "thief of time" was destroyed. As the ageless famously enslaved the Godess of Time, some player characters (hopefully) would grow concerned that finally freeing the godess would end the world, while others (hopefully) would think that the ??? (forget the proper noun we made up), who inherited some of the power of the fallen ageless, might be enough to keep reality together.
As the Ageless go down to their last survivors, they remain just as evil and ever more hostile, but also weaker by the day. The newfound defenders of the Ageless would presumably be helpless to stop the wrath of all the vengeful peoples the Ageless harmed, culminating (hopefully) in a final battle over the Cathedral of Love, prison of the Goddess of Time. Assume she is finally freed, however, the unexpected happens: the goddess rises, thanks the heros for saving them, and vanishes peacefully.
At this point the "main quest" attention (hopefully) turns towards the Tua'Thuan because the mystery of the Many Eyed Queen and Thieves of time comes from their lore, and because by now they've grown into an aggressive imperialistic nation, totally in betrayal of their druidic roots with mechanized magitec weaponry that is forcing the other nations of this world to rapidly adapt or die. After some self-indulgent war campaigns, eventually (hopefully) some party reaches the ruins of the Hub (destroyed in campaign 2 or 3 way back when) to get to the bottom of this mystery. This probably leads to a plane-hopping path of clues, with God and the Wreithor trying to stop the party for mysterious reasons.
Maybe the party figures it out, maybe God appears for the first time and lore-dumps it, it would really depend on how the campaigns were going by then. Either way, players figure out the deep mysteries, in what in retrospect is probably too rapid succession:
NOTE: I HAD WATCHED BARELY ANY ANIME WHEN I MADE THIS STUFF UP. STUFF I STOLE I STOLE UNCONCIOUSLY
The daemons were made by an ancient order, loosely associated with the early Tua'Thuan, not to destroy humans, but to rule them peacefully. The Many Eyed Queen was a metaphor from their time, for the uncontrolled use of magitec for crushing all cultures everywhere at once, without any need for a central control or specific villian to make it happen. A cult formed around preventing this destruction, aiming to create non-human beings that would prevent further technological growth, without becoming greedy or competitive themselves. As it became clear that daemons would not be such perfect masters, the cult began to take pity on some surviving factions and make exceptions to this new world order.
Of all the daemons, God alone followed its original purpose, taking a small community of mortals and protecting them, creating the wreithor and shielding them from forbidden knowledge of the outside world. Afterwards God's only foreign policy was trying to resist societies that would cause further disruption, all the way up to trying to prevent the truth about the Thieves of Time from being known.
The leaders of the Vanguard were given a chance to become their own daemons. In exchange for losing memory of the event, the nine councilors to took the deal would live forever, rule inflexibly, keep the level of magitec usage of the Vanguard at a steady state, and ever after be known as the Eternal Council.
The Tua'Thuan were permitted to agree to the Thieves of Time, a series of laws to prevent magitecnical progress. Because of these terms, daemons were never unleashed upon the islands, or designed to ever do them harm. By the events of these campaigns, however, the Tua'Thuan had long forgotten the theives, and now risked the world's end.
Pretty much all the other factions (including the Segandis, which is what you created) really did just show up after the war, and didn't get cool lore dumps.
And after that I wanted to end the setting with an open ended prompt to defeat remaining bad guys that didn't die already, and find some creative solution to keep everyone from blowing up the world with too much magitec.
Realistically, of course, it almost certainly would not have gone down that way, but in case anyone cared, that was what I had planned.